#version 400

layout(location = 0) in vec4 pos;
layout(location = 1) in vec4 timing;
uniform mat4x4 rotMatrix;
out vec4 tcolor;
void main()
{
    vec4 temp = pos;
    temp *= rotMatrix;
    float pDivide = temp.w;
    temp.x /= pDivide;
    temp.y /= pDivide;
    temp.z /= pDivide;
    temp.w = 1.0f;
    gl_Position = temp;
    tcolor = timing;
}
